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Resident Evil: Behind the Mask [+Hazardous Battle]

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  • REmaster
    replied
    Originally posted by Gemini View Post
    I agree on GS's "artworks" being sketches for the most, but repainting Sasha isn't going to do much, especially on other subjects.
    True, but damn is he a perfect fit.

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  • Getta robo
    replied
    Originally posted by Gemini View Post
    I converted the OpenGL virtual commands on DS to actual geometry structures.
    They look really impressive for PS1 models, they're possible the most detailed I've seen.
    About other models, is there any chance you'll include the DS counterparts of zombies? Their design is considerable better than the PS1 ones.

    Leave a comment:


  • RetroRain
    replied
    Originally posted by Gemini View Post
    Each hardware has its own limitations and specific challenges. If you want to make games work on a NES, the PSX isn't where you should be looking.
    Well I know that. I'm saying that I've been doing NES ROM hacking for all of these years (since 1999), but I'd really like to get involved in PSX game development and mods. MIPS and 65c816 are necessary for PSX programming?

    Back in the day, it took about 50 people to make Resident Evil 2 (according to an interview), but I guess now today with the advanced technology and fan determination, only a few people could develop an "old-school" RE game. It is very impressive.

    Also, I really love this image:



    That would be pretty cool if Leon was included in the battle roster.
    Last edited by RetroRain; 07-22-2014, 11:43 AM.

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  • Jimmy_Jazz
    replied
    I'm not talking about the technical limitations of the PSOne, I appreciate the value of working with a less powerful system, but he's going to have a smaller potential audience, he's going to be dealing with obsolete techinques and could potentially have problems using this work to get a job in proffessional development.

    I'm not saying he's making the wrong choice, but I want to understand the reasons behind his choice before providing further information and suggestions.

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  • Gemini
    replied
    Originally posted by REmaster View Post
    Nice, would I need to worry about a region lock?
    As far as I'm aware, only PSone models have a sorta region lock. It can be bypassed in many ways, the most famous one being the Import Disk.

    Originally posted by Getta robo View Post
    I wonder what kind of sacrifices are needed to be made in order to port them on PS1 native code, or can they been transferred flawlessly?
    I converted the OpenGL virtual commands on DS to actual geometry structures.

    Originally posted by REmaster View Post
    UPDATE: I whipped up a revamped Ark for fun, with a slightly more realistic look(since the original artwork are primarily sketches).

    I agree on GS's "artworks" being sketches for the most, but repainting Sasha isn't going to do much, especially on other subjects.

    Originally posted by RetroRain View Post
    But I gotta ask, would taking game design courses at a school help me to be able to do the kinds of things you guys are doing in making a PlayStation RE game from scratch?
    A simple programming course should be more than enough, then you can specialize on video games.

    Gemini, are you self-taught, or are you able to do this because of years of experience in programming?
    I had programming classes when I was 16. They used to teach us programming with Javascript, Java, PHP, x86 assembly, and can't remember what else. One my books also had a whole chapter about C, which got me interested and got me to learn C++ with an online course, while MIPS and 65c816 came with a simple Google search. TL;DR: I have a training of 3 years in high-school and 11 on my own.

    I'd be doing the same thing you guys are doing, making it run on real hardware. So I'm thinking it be a great benefit of me to learn the PSX hardware (there is some documentation on it). But other than that, I'm confused as to where I should start? Any advice?
    Each hardware has its own limitations and specific challenges. If you want to make games work on a NES, the PSX isn't where you should be looking.

    Originally posted by Jimmy_Jazz View Post
    However, the bigger questions is, why limit yourself to PSOne? Why not grab a copy of UE4 or Unity? It would be more relevent if you wished to pursue gaming as a career.
    Because it's not limiting at all. You only have to make smarter choices with limited hardware, which is a good incentive to improve one's skills rather than simply jumping on the bloat wagon.

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  • Jimmy_Jazz
    replied
    Straight up Game Designs courses won't teach you about systems like Coding, and if they involve sections on modelling then they're usually not very good.

    You'd be better off taking a Code related course that's game specific and finding a like minded person or two that are great at modelling, texturing, fx, audio & animation and work together on a project.

    However, the bigger questions is, why limit yourself to PSOne? Why not grab a copy of UE4 or Unity? It would be more relevent if you wished to pursue gaming as a career.

    Leave a comment:


  • Northman
    replied
    I'm no Gemini, but I can tell you this: There's no substitute for hands-on experience in the world of software programming. A lot of the best out there really are self taught.

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  • RetroRain
    replied
    It's looking really good. I'm looking forward to seeing what the inventory screen looks like.

    EDIT - Also, I've got a serious question. I have done some programming in C and C++ (not much, but I have an understanding of the basics of the languages), I have coded games in Game Maker using GML, which is similar to C++, and I can modify the assembly code of NES games (for example, an upgrade I did of Megaman 1 (http://www.youtube.com/watch?v=DVSYc_EC8Z4). This is not to steal heat away from this thread at all, as I am impressed with what I'm seeing.

    But I gotta ask, would taking game design courses at a school help me to be able to do the kinds of things you guys are doing in making a PlayStation RE game from scratch?

    Much like the NES, I supposed I could learn the hardware of the PSX no problem, but dealing with coding of collisions and 3D programming/modelling is not my speciality.

    Gemini, are you self-taught, or are you able to do this because of years of experience in programming?

    I'd be doing the same thing you guys are doing, making it run on real hardware. So I'm thinking it be a great benefit of me to learn the PSX hardware (there is some documentation on it). But other than that, I'm confused as to where I should start? Any advice?

    Thanks.
    Last edited by RetroRain; 07-21-2014, 05:43 PM.

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  • Getta robo
    replied
    A follow up update to the previous one:
    Done setting up C4D projects and improved alpha blending to achieve better AA

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  • REmaster
    replied
    Originally posted by Zombie_X View Post
    They will be $20 each. If you want a specific model I can see what I have. They range from SCPH model 1001 through 101, so I have quite a range. Keep in mind the MM3 chip is not completely stealth as trouble games like Biohazard 3 and Dino Crisis 2 will still see it.
    Awesome man, I'll be sure to PM you when I have the money within the following month at the latest.



    UPDATE: I whipped up a revamped Ark for fun, with a slightly more realistic look(since the original artwork are primarily sketches).

    Last edited by REmaster; 07-20-2014, 01:30 AM.

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  • Zombie_X
    replied
    Originally posted by REmaster View Post
    Sounds pretty good, I'll PM you when I get the money. How much are they?
    They will be $20 each. If you want a specific model I can see what I have. They range from SCPH model 1001 through 101, so I have quite a range. Keep in mind the MM3 chip is not completely stealth as trouble games like Biohazard 3 and Dino Crisis 2 will still see it.

    Leave a comment:


  • Getta robo
    replied
    The team updated their twitter with another picture

    Those DS models were a lot better than I remember. I wonder what kind of sacrifices are needed to be made in order to port them on PS1 native code, or can they been transferred flawlessly?

    Leave a comment:


  • REmaster
    replied
    Originally posted by Zombie_X View Post
    Re-master, I have quite a few PS1's here. Would you want one of them? They've all been chipped with the MM3 mod-chip. They have also had their laser replaced and re-calibrated. I'd say you'd be better off buying one off me than risking your luck on ebay.
    Sounds pretty good, I'll PM you when I get the money. How much are they?

    Leave a comment:


  • Zombie_X
    replied
    Re-master, I have quite a few PS1's here. Would you want one of them? They've all been chipped with the MM3 mod-chip. They have also had their laser replaced and re-calibrated. I'd say you'd be better off buying one off me than risking your luck on ebay.

    Leave a comment:


  • REmaster
    replied
    Originally posted by Gemini View Post
    The game should work fine on a real PlayStation or PS2. All the tests I made so far seem to lead to full compatibility.
    Nice, would I need to worry about a region lock?

    I'm going to snag a PS1 off ebay sometime this week(my old one died over a decade ago), just so I can enjoy BTM/HB.

    Thanks for answering all my questions, it's much appreciated.
    Last edited by REmaster; 07-18-2014, 01:32 PM.

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